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Again, no rush to anything, it's not like a better Total War is just around the corner or something. Have a good day.
That will certainly require poking in Darthmod files, i don't know how big of a problem it is for you. Thing is, he left not only TW modding, by all modding. He's a dev now, and i don't think it will be easy to reach him. But i have a strong feeling that this experimental build will provide for a more meaningful campaign.
Eager to hear what you'll reply, you can add/PM me if you want.
Construction times are doubled (making it x3 might be a bit too much).
Garrisons, and i mean Darthmod garrisons are increased with at least one additional dojo yari samurai unit (that's a plus 1 yari samurai to every castle level, the lowest included).
Movement speed on the campaign map of armies and fleets is either halved, or reduced by 30% (skills, retainers, roads would be the same, it's just the base value that needs to be reduced).
I have another request. But a wierd one, very specific. Due to it being that specific it's fine if you would ignore it, but i'll try to explain either way.
Mods i don't play without are Darthmod and 12 tpy, and the idea is to re-scale Darthmod to 12 turns. That is:
Research is increased by 3 times (Since it's 12 turns instead of 4).
Recruitment is increased to match; Ashigaru, or units that take 1 turn to train are recruited in 3 turns (1 season), samurai, or units that take 2 turns to train are recruited in 6 turns (2 seasons), katana hero or otherwise units that take 3 turns are 9 respectivly.